Poodle
03-11-2010, 05:05 AM
Cradle Thief, Graverobber, Undertaker, Miner... whatever!
http://i499.photobucket.com/albums/rr357/GoldenT-34/GraverobberDB1-EN-C-UEpng-3.jpg?t=1268858648
Dont let the little guy fool you, anyone who's digging graves for a living and strong enough to be barging into even the most strongest heroes is definately deserving of being a str hero. he's not a traditional graverobbering, undertaking badass, Because he steals from the living!
I want his stats to be low since he can gain a stronger HP pool and revitalise his mana with his skills
STR: low
AGI: n/a
INT: n/a
Damage: slightly less than average
Armor: This will be low (since he can generate a good HP pool, his EHP weakness will be his armour).
MS: thinking 300 or more
(q)Cradle Shock
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_7709_btn.jpg?t=1268295957
60/50/40/30 second CD
Steals 20% of max Hp pool from a target and adds it to himself
Understand it does not deal any actual damage.
The easiest way i can describe this is like as if the enemy had a :Beastheart: and now its your's. i.e He loses 250 hp from his max pool and you gain it. Idealy this senario would occure if the hero had 1250hp pool, 20% of that (250hp) is lost which turns his current pool into 1000hp and gives your hp pool an extra 250. if he was originally on 50% hp (so 625hp) it is now lowered to 500hp (50% of 1000hp)
duration 60 seconds
mana cost will be large (above 120 atleast )
due to the nature of this spell its obviously non-fatal (as no damage is inflicted)
places a Debuff
Cradle Shock Debuff
Whenever a hero dies under this buff, when they respawn they are trapped in a coffin for 5 seconds rendering that hero usless for the duration.
buying out does not negate this effect.
early game, the hero could miss exp/gold from a wave if unlucky.
late game when raxes can fall soo much faster this becomes a pain. Especially considering when its a crutial time to buy out, you will still revive in the coffin for 5 seconds. (if you still dont get it, its as if the enemy hero has been given an extra 5 seconds of death time, except you gain hp and mana during the wait but remain immobile and invulnerable.
(w)Undertaking
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_5539_btn.jpg?t=1268295958
20 second CD
Digs into the ground thereafter allows Graverobber to travel underground and will not be able to recieve any additional damage from the surface(does not make him magic immune, does not remove spell DoTs or other forms of DoTs. Thinking slither, hellbringer, blacksmith). The concept is; this makes the hero not even on the same playing field as the heroes above him. he cannot be targeted by aoe spells even if they land ontop of him.
2(or 3) second channeling
remains underground for 5/6.5/8/9.5seconds (these numbers have been changing non-stop since draft).
costs no mana to use.
you lose 25hp per second while underground.
gain 20 mana per second while underground.
provides only 600 vision range around him (unobscured) while underground.
can travel through anything. Under trees, buildings, units, etc.
undecided about issues like being sensed by bloodhunter, or vindicators ulti working while your underground etc.
grants two sub-skills, Impale and Surprise.
If the duration is reached, automatically uses Surprise.
(w)Impale
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_9563_btn.jpg?t=1268295956
CD = 1 second + your attack cd (the time between each attack)
deals 1 attack damage in a 300 aoe above him
ministuns in aoe (0.1 seconds)
visually it would be like a shovel poking from underground to above (will be visable enough for the enemy to know whats going on)
costs 20 mana to use
(e)Surprise!
http://www.hiveworkshop.com/forums/resource_images/2/icons_1645_btn.jpg
deals 1 attack damage in a 300 aoe above him
stuns in aoe for 1 second
brings him back to the right terrain level
visually he'll just jump up from underground. Posibly knocking units within the 300 radius to the edges of that radius.
3rdskill
Passive
Havn't decided exacly what to do for a third skill. My idea so far...
increasing item slots by 1/2/3/4
increasing selling prices of purchased items from 50% to 60/70/80/90%.
this skill gives him flexibility with managing items, versitility in changing your item build to suit your needs and enables unique early/mid game item builds like stacking 3-6 bracers. Usual problems with stacking those types of items is the ammount of free slots and their effectiveness as the game progresses, bracers are just not worth the investment towards mid/late game and because they are usually sold fast during that phase this skill makes this problem seem negligable.
No activatable items are allowed in the new slots.
This skill may be imbalanced considering you could build practically any high cost item with low parts (with a small fee of 10% :rolleyes:)
(r)Loot (ultimate)
http://i499.photobucket.com/albums/rr357/GoldenT-34/SnatchStealSD5-EN-C-1E.jpg?t=1268296069
30 seconds CD
Charges an enemy hero in full speed knocking the hero backwards and disabling his items for a few seconds. If any enemy hero is near the impact, the graverobber will then charge that hero. Will repeat this as long as theres an enemy hero close enough to the previous impact.
Enemy hero cannot be looted twice during charging phase.
items are disabled for 4/4.5/5 seconds.
manacost 120/150/200
begins charging 300/350/400 range, knockbacks enemy hero 300/350/400 range on impact.
any enemy hero within 300/350/400 range of the latest impact, The undertaker will then proceed to charge that hero. (If more than one enemy hero is present, the priority goes to the next closest hero).
Undertaker is not magic immune nor physically immune).
Once you begin charging, the spell will be considered used, the mana will be used, and the cd starts again once he finishes charging the hero(es).
maximum charging distance from castpoint is 700 units after which he will stop charging and it will say "miss" (so if the target blinks away while your charging or runs away fast enough, will say "miss")
if a hero was visable during cast and then is not visable (turns invisable, walks through fog, etc.) Also will say "miss" once reaching the last point the target was spotted
if an enemy hero being charged gains magic immunity during the charging phase will still knock that hero back (as its a physical push) but will not disable items (will also proceede to charge the closest enemy within range like normal).
The idea is a simple spell that practically effects the hero in EVERY way. Every hero could be considered a shell of itself without their items. Basic items such as boots/gloves being disabled consiquently act as a slow to both ms/as. Casters who build items such as SoTM will lose a great portion of their Hp or mana pool leaving them weaker in both survivability and nuking potential. activatable items like Astrolabe/Frostshield/Lothars/pipe/TP which could turn the tides of battle or be the difference between a easy kill or a narrow escape, will be disabled. Auras/orbs given from items will indeed be disabled hurting dps style heroes. Even at early game, a hero with only boots and 2 bracers is losing:
-50ms
-228hp
for 4 seconds (not even counting the benefits agi/int give).
The focus of this spell is its damaging against any hero type nomatter if a carry or caster or tank is targeted and also promotes teamwork, which is also its downfall, giving only a small window of opportunity to be focusing down the effected hero(es).
http://i499.photobucket.com/albums/rr357/GoldenT-34/Untitled.jpg?t=1268354394
Red is enemy heroes, black is you, blue dots are impact points
So you select your ultimate and click on "enemy 1", you charge and hit him, the impact point is created where behind the scenes it checks priority and stuff. In this diagram lets say both "enemy 2" and "enemy 3" are both within range of the impact point (for the ulti to chain). since "enemy 2" is closest he then charges at him and the new impact point becomes right next to "enemy 2". now it checks to see if any enemy heroes are within range of the new impact zone (which have not already been hit with this skill), if theres not then he stops the charging phase and loses the ms buff.
In the diagram the way to hit all 3 with your ultimate was to hit "enemy 2" first then it will chain to "enemy 1" then "enemy 3" so it does indeed take skill and quick thinkingto get the maximum use of this ultimate. so revising:
1st skill: makes a hero weaker/makes you stronger, also places unique debuff.
2nd skill: your mobility/positioning skill to set up your initation with ulti.
Your HP/Mana management skill and also the only skill that has potential to deal any real damage.
3rd skill: making his use of items more versitile than any other hero.
Able to change builds without much cost in gold.(Under revision, open to new ideas/suggestions.)
Ultimate: knockback type skill, very team oriented and needs skillful positioning to hit multiple heroes. Disabling items is something not done in HoN yet. It promotes fast kills in short time frames. Decently short CD.
Small notes:
This hero works well with heroes with burst damage, he plays a ganking role but also has his initiation style similiar to that of a Pharaoh or Deadwood. He is a poor farmer. Only 1 skill deals any real damage at all and its not easy to hit without time. To me it would be fun just digging and then trying to set off your ulti onto as many enemy heroes as possible. Could fit a "goldrush" miner type theme for digging/mining as well as doing stuff with items/gold.
Sorry about the bad pictures, just throwing my hat in!
http://i499.photobucket.com/albums/rr357/GoldenT-34/GraverobberDB1-EN-C-UEpng-3.jpg?t=1268858648
Dont let the little guy fool you, anyone who's digging graves for a living and strong enough to be barging into even the most strongest heroes is definately deserving of being a str hero. he's not a traditional graverobbering, undertaking badass, Because he steals from the living!
I want his stats to be low since he can gain a stronger HP pool and revitalise his mana with his skills
STR: low
AGI: n/a
INT: n/a
Damage: slightly less than average
Armor: This will be low (since he can generate a good HP pool, his EHP weakness will be his armour).
MS: thinking 300 or more
(q)Cradle Shock
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_7709_btn.jpg?t=1268295957
60/50/40/30 second CD
Steals 20% of max Hp pool from a target and adds it to himself
Understand it does not deal any actual damage.
The easiest way i can describe this is like as if the enemy had a :Beastheart: and now its your's. i.e He loses 250 hp from his max pool and you gain it. Idealy this senario would occure if the hero had 1250hp pool, 20% of that (250hp) is lost which turns his current pool into 1000hp and gives your hp pool an extra 250. if he was originally on 50% hp (so 625hp) it is now lowered to 500hp (50% of 1000hp)
duration 60 seconds
mana cost will be large (above 120 atleast )
due to the nature of this spell its obviously non-fatal (as no damage is inflicted)
places a Debuff
Cradle Shock Debuff
Whenever a hero dies under this buff, when they respawn they are trapped in a coffin for 5 seconds rendering that hero usless for the duration.
buying out does not negate this effect.
early game, the hero could miss exp/gold from a wave if unlucky.
late game when raxes can fall soo much faster this becomes a pain. Especially considering when its a crutial time to buy out, you will still revive in the coffin for 5 seconds. (if you still dont get it, its as if the enemy hero has been given an extra 5 seconds of death time, except you gain hp and mana during the wait but remain immobile and invulnerable.
(w)Undertaking
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_5539_btn.jpg?t=1268295958
20 second CD
Digs into the ground thereafter allows Graverobber to travel underground and will not be able to recieve any additional damage from the surface(does not make him magic immune, does not remove spell DoTs or other forms of DoTs. Thinking slither, hellbringer, blacksmith). The concept is; this makes the hero not even on the same playing field as the heroes above him. he cannot be targeted by aoe spells even if they land ontop of him.
2(or 3) second channeling
remains underground for 5/6.5/8/9.5seconds (these numbers have been changing non-stop since draft).
costs no mana to use.
you lose 25hp per second while underground.
gain 20 mana per second while underground.
provides only 600 vision range around him (unobscured) while underground.
can travel through anything. Under trees, buildings, units, etc.
undecided about issues like being sensed by bloodhunter, or vindicators ulti working while your underground etc.
grants two sub-skills, Impale and Surprise.
If the duration is reached, automatically uses Surprise.
(w)Impale
http://i499.photobucket.com/albums/rr357/GoldenT-34/icons_9563_btn.jpg?t=1268295956
CD = 1 second + your attack cd (the time between each attack)
deals 1 attack damage in a 300 aoe above him
ministuns in aoe (0.1 seconds)
visually it would be like a shovel poking from underground to above (will be visable enough for the enemy to know whats going on)
costs 20 mana to use
(e)Surprise!
http://www.hiveworkshop.com/forums/resource_images/2/icons_1645_btn.jpg
deals 1 attack damage in a 300 aoe above him
stuns in aoe for 1 second
brings him back to the right terrain level
visually he'll just jump up from underground. Posibly knocking units within the 300 radius to the edges of that radius.
3rdskill
Passive
Havn't decided exacly what to do for a third skill. My idea so far...
increasing item slots by 1/2/3/4
increasing selling prices of purchased items from 50% to 60/70/80/90%.
this skill gives him flexibility with managing items, versitility in changing your item build to suit your needs and enables unique early/mid game item builds like stacking 3-6 bracers. Usual problems with stacking those types of items is the ammount of free slots and their effectiveness as the game progresses, bracers are just not worth the investment towards mid/late game and because they are usually sold fast during that phase this skill makes this problem seem negligable.
No activatable items are allowed in the new slots.
This skill may be imbalanced considering you could build practically any high cost item with low parts (with a small fee of 10% :rolleyes:)
(r)Loot (ultimate)
http://i499.photobucket.com/albums/rr357/GoldenT-34/SnatchStealSD5-EN-C-1E.jpg?t=1268296069
30 seconds CD
Charges an enemy hero in full speed knocking the hero backwards and disabling his items for a few seconds. If any enemy hero is near the impact, the graverobber will then charge that hero. Will repeat this as long as theres an enemy hero close enough to the previous impact.
Enemy hero cannot be looted twice during charging phase.
items are disabled for 4/4.5/5 seconds.
manacost 120/150/200
begins charging 300/350/400 range, knockbacks enemy hero 300/350/400 range on impact.
any enemy hero within 300/350/400 range of the latest impact, The undertaker will then proceed to charge that hero. (If more than one enemy hero is present, the priority goes to the next closest hero).
Undertaker is not magic immune nor physically immune).
Once you begin charging, the spell will be considered used, the mana will be used, and the cd starts again once he finishes charging the hero(es).
maximum charging distance from castpoint is 700 units after which he will stop charging and it will say "miss" (so if the target blinks away while your charging or runs away fast enough, will say "miss")
if a hero was visable during cast and then is not visable (turns invisable, walks through fog, etc.) Also will say "miss" once reaching the last point the target was spotted
if an enemy hero being charged gains magic immunity during the charging phase will still knock that hero back (as its a physical push) but will not disable items (will also proceede to charge the closest enemy within range like normal).
The idea is a simple spell that practically effects the hero in EVERY way. Every hero could be considered a shell of itself without their items. Basic items such as boots/gloves being disabled consiquently act as a slow to both ms/as. Casters who build items such as SoTM will lose a great portion of their Hp or mana pool leaving them weaker in both survivability and nuking potential. activatable items like Astrolabe/Frostshield/Lothars/pipe/TP which could turn the tides of battle or be the difference between a easy kill or a narrow escape, will be disabled. Auras/orbs given from items will indeed be disabled hurting dps style heroes. Even at early game, a hero with only boots and 2 bracers is losing:
-50ms
-228hp
for 4 seconds (not even counting the benefits agi/int give).
The focus of this spell is its damaging against any hero type nomatter if a carry or caster or tank is targeted and also promotes teamwork, which is also its downfall, giving only a small window of opportunity to be focusing down the effected hero(es).
http://i499.photobucket.com/albums/rr357/GoldenT-34/Untitled.jpg?t=1268354394
Red is enemy heroes, black is you, blue dots are impact points
So you select your ultimate and click on "enemy 1", you charge and hit him, the impact point is created where behind the scenes it checks priority and stuff. In this diagram lets say both "enemy 2" and "enemy 3" are both within range of the impact point (for the ulti to chain). since "enemy 2" is closest he then charges at him and the new impact point becomes right next to "enemy 2". now it checks to see if any enemy heroes are within range of the new impact zone (which have not already been hit with this skill), if theres not then he stops the charging phase and loses the ms buff.
In the diagram the way to hit all 3 with your ultimate was to hit "enemy 2" first then it will chain to "enemy 1" then "enemy 3" so it does indeed take skill and quick thinkingto get the maximum use of this ultimate. so revising:
1st skill: makes a hero weaker/makes you stronger, also places unique debuff.
2nd skill: your mobility/positioning skill to set up your initation with ulti.
Your HP/Mana management skill and also the only skill that has potential to deal any real damage.
3rd skill: making his use of items more versitile than any other hero.
Able to change builds without much cost in gold.(Under revision, open to new ideas/suggestions.)
Ultimate: knockback type skill, very team oriented and needs skillful positioning to hit multiple heroes. Disabling items is something not done in HoN yet. It promotes fast kills in short time frames. Decently short CD.
Small notes:
This hero works well with heroes with burst damage, he plays a ganking role but also has his initiation style similiar to that of a Pharaoh or Deadwood. He is a poor farmer. Only 1 skill deals any real damage at all and its not easy to hit without time. To me it would be fun just digging and then trying to set off your ulti onto as many enemy heroes as possible. Could fit a "goldrush" miner type theme for digging/mining as well as doing stuff with items/gold.
Sorry about the bad pictures, just throwing my hat in!